Kriegspiel Game 3

Soooo… Game three went a little better. But I still lost. Only difference was I gave my Dad a bit more run for his money than the last two. Sadly I forgot to turn on the log file, so my masterful offensive wasn’t recorded. I guess history really is written by the victor!

Anyway, I recall the board strokes, so I nabbed a map file and the end game, and did I quick rebuild via Power Point. So heres the initial setup (roughly).

Now I forgot to include a Red Forces icon for a couple troops just below the left most edge of my Dads Black Forces, but this is were we set had our forces. I won the toss for first turn and immediately ran an armor package up the right side of the map and hooked left plowing over his one paratroop in that top city on the right (the one to its left was also a paratroop). I lost an armor unit while removing his paratroopers. My missing left side unit was also armor and it skirted the left side, while moving on his capital. My three paratroop units jumped in to surround his second paratroop unit and removed it at the cost of only one unit.

Dad’s first turn pushed the bulk of his forces in to my core map and they stayed within that mountainous area in the bottom left for the rest of the game. He started picking off my units in the mountains with a mix of special troops and mech infantry. Also some of his special troops started conducting amphibious movements, while a small armor package moved around the edge of that lake.

My next turn, I finished my movement to his capital, encircling it with my armor packages from left and right, and cleared his capital of his special troops. My paratroop units their moves and occupied the two town he had held, and stood by for another jump. The forces holding my capital sat back and waited.

Dad’s next turn he consolidated into that mountainous area encircling my capital, but staying out of my zones of control (which would have started a combat).


Having cleared his forces from most of the bard, I started moving along roads a lone infantry unit up and around towards his capital to hold one of its hexes, so as to prevent him from gaining reinforcements. While doing that I held my forces in place.

While I was doing that, Dad was starting to attrite my forces in my capital area. At one point he isolated a unit to the south (blocking a line of retreat), which I would use on my next turn.

My next turn I moved against his isolated unit and jumped in my last two paratroopers. The only problem was doing this meant I would have at least two combats back to back for one unit, but more likely three combats (which is what happened). Our first combat caused me to lose a paratrooper, and the second cost me the rest of my attack force, while only killing his isolated unit. My loss was mostly my fault, as I chose an attack type that was more aggressive than I needed, and Dad chose a defense that was more conservative.

With the bulk of my forces gone and only two units in my capital, Dad pounced on them, wiping them out. Now hilariously, he used his movement reward (depending on your attack option, you gain free movement points from your units) and started moving his forces north towards his own capital. And left my capital unoccupied! He said after the game he realized he made that mistake after wrapping his turn. Not to look a gift horse in the mouth I double checked how many reinforcements I could bring in on a turn. It wasn’t much.

On my next turn I brought in the only thing I could: one infantry unit. By this time I had my infantry unit sitting on his capital and started moving my armor package down to met his forces, and like an idiot, moved one unit into the pass, and not really doing anything with the combat, other than losing a unit (I forget if he lost one too, but at this point I was pushing for him to get a pyric victory).

On his next turn, he obligatorily turn a few units around and monkey stomped that infantry unit into the ground, and then reoccupied the capital.

At this point I had only 20 combat points and decided to charge with my last two armor units and got them killed, and took a unit or two with me. As you can see, it wasn’t enough to pull a draw either. The game lasted about 12 or 13 turns, and none of them were simply one or the other doing nothing. We were always shuffling around somewhere.


Hindsight being what it is, there were a few times where I know I made bad choices on placement and/or combat options, which then cost me more than I had need to spend. I probably should have unoccupied my capital as soon as I took out his paratroopers and held the line and brought in more infantry. Another place was encircling his isolated unit. Doing that pretty much meant he went with an all or nothing mindset, were as leaving him an escape route (if a defender has to move and can’t, that unit is removed anyways), might have caused a shift in his thinking. I think next game I’ll suggest switching forces and see how I do with Black Forces.


After the game we had our AAR/design chat and talked about possibly shrinking or bulking out the Corp structures, depending on how many maps you use. Which works for Red but while talking I realized doesn’t work for Black. Reds’ Corps are symmetrical, Blacks are asymmetrical. Which led us to talking about using scenarios with fixed force organization charts and placement. I think what I might do is work on a random roll objective chart that each side rolls 2D6 (using them as a right and down on a matrix), and that becomes their game objective. It’ll require looking up D6 percentages so placement in the matrix isn’t skewed.

Kriegspiel Game Two

So Friday morning my dad and I had trouble getting connected, but finally after a few different programs, we got Discord up with no issues. I’ve used it for various gaming purposes, so all he had to do was sign up and download the program.

So after 30 minutes, we finally were able to start the game, and boy did it go alot differently this time (though I still lost). We also played this game with the terrain effect rules in play and the boards in a long strip.

I again took Republic of Red and my Dad took United Black. As we have been poring over this game, the names have stood out and coupled with the force structure of each ‘country’, its kinda of obvious that these are WWII Germany and Soviet Union. Moving along…


Dad took charge of set up of the game in Vassal, and choose this board layout:

If we had been at a table -across from each other- his board is upright to him and mine is upright to me. Hilariously this put our capitals only six hexes apart. This time around I started with almost all of my armor, alot of my special troops, and a couple each of paratroops and infantry. Dad had all armor and special troops, and a couple paratroops as well. I won the coin toss for who goes first and heres how things went.


Turn 1

I kicked off the game with a parachute assault into Dad’s backfield, and I can say this was a 50/50 good/bad idea. Good cause it pulled some forces back, but bad in that I only had two paratroops. I should have skipped a couple more special troops and used more paratroops. As it stood we were one to one for odds (units double their combat factor if their attacked while occupying a city hex) and I barely squeaked a victory and occupied the city with my sole surviving paratroop unit.

The only other thing I did during the turn (prior to combat) was move to secure my city hexes with mech troops.


Turn 2

Dads turn and he of course decided to deal with the paratroopers in his city, whilst also launching an offensive towards my capital. Sad to say, the poor paratroops didn’t stand a chance. Dad had chosen to Blitzkrieg and this gave him a four point move after combat.


Turn 3

My next turn had no combat, just some moves with battlespace shaping in mind. I think it helped in drawing things out a bit.


Turn 4

Dads moved two of his mech troops to square off against my infantry in the northern woods, while beginning to circle my capital.

That combat went ok -for leg infantry in woods vs mech infantry- with me killing one of his mech troops.


Turn 5

Nothing happened during my turn, because I felt my positions were good and trying to shift would have meant leaving units with no support.


Turn 6

We finally remembered reinforcements, and the log for this shows us rifling our graveyards to recall who was left. Dad of course had another mech troop to pull into service, and did so on his capital. For the rest of his moves, he consolidated his forces.


Turn 7

All I did on this turn was an 18 hex (roads only cost 1/3 a movement point and I had six) movement by one of my mech troops from my rear to the capital.


Turn 8

Dad continued his own shaping ops, and moved some troops to the north side of the map. As it stood, I was facing a heavy mech unit thrust towards my capital and a couple flanking maneuvers too. My reaction was flawless…


Turn 9

I did nothing! Ha-ah!

I only made space to try and start bringing in reinforcements, but was leery of opening to much because of his paratroops and the fact that you can’t reinforce if an enemy occupies even one square of your capital. I could open all three (and weaken my defense too) and he could have simply dropped his one paratroop in and nuked that idea.


Turn 10

The horns of Dad bull started closing in.


Turn 11

I finally got to bring in a reinforcement -mech troop- and stuck him out back to keep away those pesky special troops.


Turn 14 12

Poking fun at Dad and his lack of situational awareness aside, this was the turn he started trying to take my capital.

The combat for this turn actually went a couple rounds before that fight east of the capital was done. It started with my infantry in the woods dying without taking anyone with them. Dad chose to split the combats two ways. His mech troop versus mine. Sadly we both lost units (ok for him, bad for me).

The other combat -my mech troop versus his special troops- cost him a special troop and a withdrawal of the other.


Turn 13

For my next turn, I brought in another mech troop and moved him into the line. While dad might split a combat and try to over power one unit, the other two would have to be fought together in the aftermath.


Turn 14 – For real this time

Dad moved on my mountain city, and also started trying to bring a larger force in against my capital. He had exhausted his mech troop supply and was now brining in infantry.

The combat up in the mountains went about as well as you would think in an area prone to avalanches: we all died. At least this time I took two units with me instead of one.


Turn 15

So it turn out, I hadn’t noticed I was reinforcing using troops from Corps that were a part of a larger game scenario, and had pulled a paratroop unit out that I wasn’t allowed too. So I had to stop and find another one. That and moving a special troop out of the backfield were all that happened.


Turn 16

Dad again encircled my forces and ended his turn with just movement.


Turn 17

All I did was launch another paratroop unit across the board and tuck my special troop into the back of the line around the capital.


Turn 18

Dad finally made his push on the capital this turn. With like everyone.

Dads split his combats and I started bleeding units again. Of course he had chosen a card that force him to disengage afterwards.

The other combat took another of my mech troops out, but it was like three to one odds, soo… Final state of things this turn were looking bleak.


Turn 19

I tried to “Hail Mary” this turn and it went… Poorly…

I took out the special troops, but at the cost of one of my special troops, my paratroop unit, and another mech unit. Some times a gamble pays off, sometimes it doesn’t.


Turn 20

Smelling blood, Dad moved in for the kill.

The first combat cost him two mech troops and one of mine.

The second wasn’t as good for me, and saw him consolidate on my last unit stuck up against the woods and mountains.

The last combat saw us both lose a unit, and that is how the turn ended.


Turn 21

I threw caution to the wind, and Blitzkrieg’d into his units around my capital. Also brought in two poor infantry just to toss them into the grinder.

The first combat cost me the last of my special troops on the board.

The second saw me take out one of his mech troops, but also lose my mech troop, and that again dropped me below 20 combat points.


While there were turns that nothing but moves happened, I think this played out a bit better than the first. Hindsight says that the turn 1 paratroop assault was useless and I should have either taken more paratroops or none at all. Next time I’m going to make sure the capitals are farther apart and I might mix things up a bit with my force composition.


After the game, we also went into some game theory stuff -which I have a post for but it needs expanding/polishing ATM- and talked more about how the troops could be expanded. I’m still in favor of splitting the Special Troops into Alpine/Mountain Troops and Marines. Having a mixed ability unit like that works well with the core game play design, but he has some ideas about expanding it out of the WWII thinking that seems to be prevalent, and the Special Troops would become an odd duck when viewed next to them.

We also spoke about the maps how to expand them. The Kriegspiel module for Vassal has an extra set of boards and we talked about how they go with the main boards (badly) and how they really don’t add much to the game without objectives. The core boards were made to link any face to a similarly sized face on the other board. But the connections are asymmetrical and only work for the core boards. Evening adding another sets boards would require a weird Black/Red/Black/Red structure. The extra board -I realized after poking at them- are just repaints of the two main boards. So they too only work in a fixed fashion. I’m not going to go more into this as its kinda of half that theory post I mentioned.

Kriegspiel

Kriegspiel is an old Avalon Hill game, first released in 1970. The few complaints about this game come from it not being attached to a specific thing (most wargames from this era were tied to a specific war or battle) and a lack of dice for randomness. Now having played many wargames and miniature games, I feel justified in saying that Kriegspiel is best used to teach the basics of wargaming. It hits all the basics you’d need with having a pile of rules or chits (the little cardboard bits that represent units) to intimidate a new player. The fact that a game can be played in a very short time also helps for clubs or class rooms.

My first game in years and my dad hands me my butt. But he has been pouring over the rules alot lately. With both of us on Vassal, we were able to figure out the how to run the system and get a game in. So heres the battle report.


My dad chose black and I took red. I flipped my map, so as to put some mountains in his way. And then forgot to take mountain troops. Doh! We rolled to see who goes first, and my dad got turn 1.

Starting positions of units.

Turn 1 – Dad/Black
-Goes 2-1 on Armored unit in mountain pass; I lose my unit; he moves his to block the right side of the board and hold the mountain city.
-1-1 on mountain city; we both lose our units.

Turn 1 Moves
End of turn 1 after battles.

Turn 2 – Me/Red
-I move my special troops over by my infantry to possibly block his armor from flanking me.
-I launch two paratroop units from my northern city: one joins my armor on the left flank.
-I move an armor unit down to thin river side area; we both lose our units.

Turn 2 moves.
End of turn 2.

Turn 3 – Dad/Black
-Dad uses his paratroops to hold mountain city
-Launches an amphibious attack from his two river city in the south, landing on the beach near my lake side city in the north; They then move the interpose themselves between my left flank and center.

Turn 3 moves.

Turn 4 – Me/Red
-I launch my last paratroop unit to my lake side city, bring the odds from 2-1 down to 1-1.
-On the right flank I move all three unit in to contact with his leading unit; Our first battle, I lose an infantry unit; in our second battle, we both lose our units.
-To thin his special troops out, I move an infantry unit to engage one of his special troops; we lose both unit, putting the left flank at 2-1 in my favor.
-To clear the river side area, I move an armor unit to his and block the exit from the pass with my paratroopers; no loses, but dads unit falls back.

Turn 4 moves.
End of turn 4.

Turn 5
-His armor on the right flank consolidates and pushes towards my northern city.
-His armor unit near the river reengages mine; we both lose our units.
-The armor unit near the mountain city moves to clear my special troops; I lose my unit.
-The last of his amphibious units tries to go 1-1 against my infantry; we both lose our units.

Turn 5 moves.
End of turn 5 and game.

Game ends because I’m below 20 Combat Factors. The Red Republic will be avenged!


I think next time we play, I’ll have us type out “Turn #”, “Moves”, and “Attacking” to help ID each turn and phase. Because while I logged the game, I forgot to take captures during each turn, so it took going back through and looking at moves and removal of chits to figure out the turns.


If you’ve got an interest in the variant rules my dads working on (and I’m throw ideas at him using my experience), check it out on Boardgamegeek.com.